Use this skill when writing melonJS code that may be based on pre-20.x knowledge, when migrating a game from melonJS 19.x or earlier, or when an API you expected does not exist. Covers the mandatory async Application.init(), the WebGL 2 baseline and WebGPU backend, renderable post effects replacing the shader property, and the deprecated exports still present. Triggers on: migration, upgrade, melonJS 19, me.game, me.video.init, renderable.shader, Compositor, CanvasTexture, me.Math, deprecated.
npx skills add https://github.com/melonjs/melonJS --skill melonjs-20-migration
> What changed in melonJS 20.x, and which older APIs are gone, deprecated, or
> renamed. Read this before writing melonJS code from memory — much of what is
> published about melonJS predates 20.0.
Why this skill exists: most melonJS material in circulation describes 19.x or
earlier. Code written from that knowledge looks correct and fails at runtime.
The items below are ordered by how likely they are to be reproduced from memory.
Application.init() is mandatory and asynchronousSince 20.0, constructing an Application no longer initialises it.
// ✗ pre-20.x — the constructor called init(width, height, options) for you
const app = new Application(800, 600, { parent: "screen" });
app.world.addChild(sprite); // added, but nothing ever renders
// ✓ 20.x
const app = new Application(800, 600, { parent: "screen" });
await app.init(); // REQUIRED
app.world.addChild(sprite);
init() is async because acquiring a WebGPU device is async. There is no
synchronous alternative, and no automatic fallback that papers over the missing
call. Nothing that then breaks names it: the constructor still builds
app.world, so children can be added and simply never draw — no canvas is
appended, the app never subscribes to the frame tick, and app.renderer /
app.viewport stay undefined — while constructing a Sprite or Text first
throws a TypeError on the unset global game instead.
The signature changed too: 19.x took init(width, height, options), 20.x takes
none, and anything passed is ignored (settings come from the constructor).
video.init(...) no longer exists. The video module now exports only the
four renderer constants (AUTO, CANVAS, WEBGL, WEBGPU) — there is no
init on it to call. Any code shaped like me.video.init(800, 600, {...}) is
from a removed API. Build an Application and await init().
Note that import * as me from "melonjs" still works, so me.Sprite style is
fine. It is the *globals bootstrap* that is gone, not the namespace import.
shader propertyrenderable.shader = … is deprecated since 19.2.0. Use the post-effect API:
// ✗ deprecated
mySprite.shader = new ShaderEffect(app.renderer, glslBody);
// ✓
mySprite.addPostEffect(new ShaderEffect(app.renderer, glslBody));
Related trap: removePostEffect() destroys the effect — and so does
assigning renderable.shader, which destroys whatever it replaces. Only an
effect carrying shared = true is spared. To turn one off temporarily, toggle
effect.enabled instead: remove-and-re-add hands you back an object whose GPU
resources have already been freed.
video.AUTO now tries WebGPU → WebGL 2 → Canvas. WebGL 1 is gone.
Consequences:
on either GPU backend.
rather than throwing.
These resolve but should not be used in new code:
| deprecated | since | use instead |
|---|---|---|
| CanvasTexture | 17.1.0 | CanvasRenderTarget |
| Compositor | 18.1.0 | WebGLBatcher |
| PrimitiveCompositor | 18.1.0 | PrimitiveBatcher |
| QuadCompositor | 18.1.0 | QuadBatcher |
| Math (capitalised) | 18.0.0 | math (lowercase) |
| device.requestFullscreen / exitFullscreen | 19.7.0 | app.requestFullscreen() / app.exitFullscreen() |
| renderable.shader = … | 19.2.0 | addPostEffect() |
| Entity | 18.1.0 | Sprite / Renderable + a Body |
| loader.onload / onProgress / onError | 18.2.0, removed 20.3 | the LOADER_* events, or preload(assets, onloadcb) |
| response.overlap / overlapN / overlapV | — | response.depth / response.normal |
| setLineWidth() | 17.3.0 | the lineWidth property |
Two of these deserve emphasis:
Entity is still exported, so code using it compiles and runs while beingthe wrong shape for 20.x. Compose a Sprite/Renderable with a Body
instead.
Math shadows the global Math if imported carelessly.me.Math.random() from older docs resolves to the deprecated re-export.
game is not the modern shapegame is still exported, but since 20.0 it names the most recently
initialized Application and is undefined until the first init()
resolves — so anything reading it at module scope gets undefined. Take the
Application instance as a parameter instead: Stage#onResetEvent and
onDestroyEvent are handed it, and any renderable can reach it through
parentApp.
melonJS imports cleanly under Node — useful for isomorphic apps and for tooling.
It has no runtime dependencies as of 20.3. Do not add polyfills for
globalThis, String.trimStart or String.trimEnd: the published bundle
targets ES2022, so every environment that can parse it already has them.
The published bundle targets ES2022 and uses private class members. A browser
that predates that cannot parse the file at all — it fails at load, not when a
feature is used. Transpile if you need older browsers, and note that transpiling
handles *syntax* only: built-in methods need separate polyfills, which a
bundler's target setting will never add.
The examples in this repository are the best reference for how melonJS is
assembled, but a few contain stale comments or legacy calls. Do not learn these
from them:
webgpu/ has a comment claiming *"video.AUTO never selects the WebGPUbackend"*. That is pre-20 leftover — AUTO tries WebGPU first. The code is
right; the comment is wrong.
viewport.shader = … / sprite.shader = …, which isdeprecated. addPostEffect() is current.
this.z = Number.POSITIVE_INFINITY on a HUD. That propertydoes not exist; those HUDs draw on top only because they are added last.
platformer/entities/player.ts reads response.overlapV, the deprecatedfield. Use response.depth / response.normal.
changed how far a burst travels, and emitters were retuned upward to match.
await app.init() there?renderable.shader = instead of addPostEffect()?game?melonjs-getting-started — the correct 20.x bootstrap in fullmelonjs-renderables — post effects, pointer events and custom draw codeTake melonjs/melonjs-20-migration from the repository into ~/.claude/skills for personal
use, or into .claude/skills inside a project.
The agent identifies a skill by the name field in its header. Two skills with the
same name cannot sit side by side — one of them will be ignored.